

Skill Tree Ui - The Laziest, Most Awful Thing Since Ui 2.0's Debut
#1
Posted 16 May 2017 - 06:03 PM
It is an obviously lazy and poor design. It's bad enough that we don't have UI resolution-based scaling in 2017, but now this? Honestly, with all of that time it took to build this, surely somebody stopped to say "this is clunky garbage and we should make it better" - right? RIGHT?
Are there plans in place already to make it way better? I haven't really seen anything, but I have just been able to read release notes and the like, no deep-diving.
I get it. MWO is a minimally-viable product. PGI doesn't care. They must want a continued revenue stream, though. Are we still throwing dollars at them after this? Or are we holding them until the fix this like we used to do most of the time when they screw something obvious up?
C'mon, guys. Seriously. It isn't 1996 anymore. I thought we were past this.
#3
Posted 16 May 2017 - 06:22 PM

#4
Posted 16 May 2017 - 06:30 PM
They will NOT get people returning to spend cash with this abomination.
Mag capacity is the only grace I can see in all this mess. Something people wanted a long time ago. The whole system is still something out of a diabetic nightmare.
Edited by Mechwarrior1441491, 16 May 2017 - 06:30 PM.
#5
Posted 16 May 2017 - 06:32 PM
no one could stop this train wreck
#6
Posted 16 May 2017 - 06:36 PM
#7
Posted 16 May 2017 - 07:02 PM
the problem is theres way too many nodes and half of them are useless things that no one wants to spend skill points on
if they condensed the whole thing down into something that was reasonable it would be a lot better.
and getting rid of having 6 different types of xp would help too, why is that a thing? you only need 1-2 types of xp at most.
Edited by Khobai, 16 May 2017 - 07:03 PM.
#8
Posted 16 May 2017 - 07:03 PM
#9
Posted 16 May 2017 - 07:05 PM
#11
Posted 16 May 2017 - 07:52 PM
#12
Posted 16 May 2017 - 07:55 PM
Coolant, on 16 May 2017 - 07:52 PM, said:
Time will tell. I know a few of us have already gotten pre-order refunds based upon this release. Will other people spend more to offset our cash withdrawal? Tick-tock....
#13
Posted 16 May 2017 - 08:21 PM
#14
Posted 17 May 2017 - 07:41 AM
Many people have many mechs. I am over 200 myself, and I previously had mastered at least half. I cannot begin to imagine how much time it would take to actually go through just the mechs I used to use a lot, let alone ALL of my mechs.
I am just in disbelief as to how poor the design is. I do kind of like the ability to choose how much cooldown or velocity I invest in, but it could indeed contain less nodes and an easier-to-use interface.
A few quick ideas before lunch:
- A drop-down or checkbox system to select which tree you are currently viewing instead of a free-for-all click-and-drag affair
- Don't show the jumpjet tree for mechs that can't equip them (KDK-3 cannot, so why do I even have to see it?)
- Allow keyboard input (arrow keys to move between nodes, space/enter to select/deselect)
#15
Posted 17 May 2017 - 08:06 AM
Deathlike, on 16 May 2017 - 06:05 PM, said:
The problem here is that past history is predicting future performance.
Yes. I for one am giddy with excitement and anticipation for PGI's big balance effort that they promised after new tech. I am sure if their past efforts are any indicator...
...oh dear god.
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